System and method of automatic entry creation for blogs, web pages or file-sharing sites based on game events

ABSTRACT

Systems and methods are provided for at least partially automating content generation of blog entries chronicling an entity&#39;s interaction with a multiuser environment. The same may combine automatic data generation with user-generated and/or user-edited or created narrative. The systems and methods may be employed for automatically generating and publishing descriptions, such as posting blog articles. In one implementation, a system automatically posts blog articles with automatic screenshots and automatically-generated descriptive copy of events that occur within a video game, such as in a massive multiplayer online role-playing game.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation and claims priority benefit ofU.S. patent application 14/923,323 filed Oct. 26, 2015, issuing as U.S.Pat. No. 9,399,175, which is a continuation and claims priority benefitof U.S. patent application Ser. No.14/637,196 filed Mar. 3, 2015, nowU.S. Pat. No. 9,168,460, which is a continuation and claims the prioritybenefit of U.S. patent application Ser. No. 14/447, 271 filed Jul. 30,2014, now U.S. Pat. No. 8,972,503, which is a continuation and claimsthe priority benefit of U.S. patent application Ser. No. 12/305,623filed Dec. 18, 2008, now U.S. Pat. No. 8,856,225, which is a 371National Phase application of PCT/US2008/052362 filed Jan. 29, 2008,which claims the priority benefit of U.S. provisional application60/898,359 filed Jan. 29, 2007 and U.S. provisional application61/062,309 filed Jan. 25, 2008. The disclosures of the aforementionedapplications are incorporated herein by reference.

BACKGROUND OF THE INVENTION Field of the Invention

Players of video games, including multiplayer games and other multiusersystems, have historically desired to publicize their accomplishmentsand exploits, at least to friends and other interested parties. Forexample, arcade games have traditionally incorporated a “TOP SCORE” listwhereby high-scoring users could enter their initials into the list iftheir score was one of the top scores achieved.

Later systems that provided user information include those that providestatistics about characters in multiplayer games. One such system isincorporated into the website www.EQ2players.com, which providesstatistics about player characters in the massive multiplayer onlinerole-playing game (“MMORPG”) Everquest II®. These systems provide,automatically, a certain amount of player character data, such as leveland equipment information.

SUMMARY OF THE PRESENTLY CLAIMED INVENTION

Systems and methods are provided here for at least partially automatingcontent generation of web page entries chronicling an entity'sinteraction with a multiuser environment. The same may be performed in abalanced way, combining automatic data generation with user-generatedand/or user-edited or created narrative.

For example, systems and methods are provided for automaticallygenerating and publishing descriptions, such as posting blog articles.In one implementation, a system automatically posts blog articles withautomatic screenshots and automatically-generated descriptive copy ofevents that occur within a video game, such as in an MMORPG.

Features provided in implementations can include, but are not limitedto, one or more of the following items: tracking online events andactivity to recognize when to generate descriptions; automaticgeneration of a description of an online event, including text andoptional images, sounds, and/or video; accepting user editing of agenerated description; allowing user text input; and automaticpublishing of a generated description in one or more venues.

In one implementation, descriptions of events are generatedautomatically, at least in part. The system and method may create a blogfor players or users of online games, with entries added automaticallybased on their in-game accomplishments and events, as well as those oftheir friends. Any notable events that were triggered during a playsession may have screenshots of the scene taken automatically, and maybe further informed by metadata about the area, events, NPCs, PCs, andso on. The events may thus be used to create an entry in the user's blogat, e.g., the end of the user's play session. At that point, the usercan either leave the entry as the system made it, or edit it to theirown tastes. Thus a blog-format journal of their adventures in-game iscreated, populated with one or more of data, text, screenshots and videofrom in-game about the event.

The player's blog page may also include the latest entries from theplayer's friends' blogs. In addition, the user can add completelyoriginal articles or other material to the blog (i.e., items not createdby the auto-blog system).

In another implementation, the system generates and publishes thedescriptions completely automatically. In this case, the descriptionsand any accompanying media are not editable by the user. The automateddescriptions may be used for a blog or other publishing mechanism toinform players of events in the game world. For example, an in-gamenewspaper could be generated in this way. Alternatively, theautomatically-created entries are editable by system administrators orthe game provider, but not by the end users, e.g., players.

In a further implementation, the system generates a consolidated pagefor a single user. The consolidated page includes content generated formultiple characters and/or games that the user is playing. Such a pagewould collect the blog articles from all of a user's characters in oneplace.

In another implementation, the system may support users utilizing XML toembed these character blogs in other web pages they might have, just asin their real life blog, i.e., a non-game blog.

In one aspect, the invention is direct towards a system forautomatically generating at least partial entries in a blog or web pagecorresponding to events pertaining to an entity in a multiuserenvironment, including: a first module for implementing and operating amultiuser environment, the first module including at least a userinterface, a database, and a software engine for conducting userinteractions; a second module for monitoring events pertaining to anentity in the multiuser environment; a third module for selecting atleast one of the events monitored by the second module based on apredetermined criteria; and a fourth module for generating an entry fora web page corresponding to the selected event.

Implementations of the invention may include one or more of thefollowing. The entity in a multiuser environment may be a playercharacter in a multiplayer game. The fourth module may generate an entryfor a blog. The predetermined criteria may include one or more of thefollowing: whether the player character has reached a predeterminedgeographic boundary within the multiplayer game; whether the playercharacter has interacted with a predetermined non-player character oritem; whether the player character has achieved a predetermined levelwithin the multiplayer game; and whether the player character hasaccumulated at least a predetermined number of points within apredetermined time within the multiplayer game. The fourth module maygenerate an entry including a media item selected from the groupconsisting of: a screenshot corresponding to the event; an audio filecorresponding to the event; a video corresponding to the event; and apredetermined text corresponding to the event. The fourth module mayfurther provide an edit screen such that a user may edit the entry. Thesystem may further include a fifth module, where the fifth moduletransmits the entry to a blog, a web page, a social networking site,and/or a file-sharing site.

In another aspect, the invention is direct towards a method forautomatically generating at least partial entries in a web pagecorresponding to events pertaining to an entity in a multiuserenvironment, including: monitoring events pertaining to an entity in amultiuser environment; selecting at least one of the monitored eventsbased on a predetermined criteria; and generating an entry in a web pagecorresponding to the selected event. The multiuser environment may be amultiplayer game.

Implementations of the invention may include one or more of thefollowing. The entry may include a screenshot, and the generating mayfurther include grouping or composing at least a subset of pertinentnon-player characters and player characters associated with the eventinto a single image.

In a further aspect, the invention is direct towards a computer-readablemedium, containing instructions for causing a computer to implement themethod above.

In yet another aspect, the invention is direct towards a method ofbuilding an online description of activity in an environment, including:receiving data indicating an event has occurred in an environment;matching the event to a trigger, where the trigger indicates a triggerevent and a response; generating descriptive data according to theresponse of the trigger, where the descriptive data includes at leastone of text, image data, and video data; and when a network isavailable, publishing the descriptive data to an online resource.

Implementations of the invention may include one or more of thefollowing. The method may further include providing an edit screen afterthe generating such that users may edit the generated descriptive data.The method may further include transmitting a notification of thepublishing to one or more users.

Advantages of the invention may include one or more of the following.Users need not manually enter information about their characters intoblogs or other web pages. Highly interesting information may bedelivered about characters due to a combination of automatic text orimages and editable text or images. Users can control what informationabout their characters is automatically posted. Other advantages will beapparent to those of ordinary skill in the art, given the teachings anddisclosures here.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a schematic depiction of a multiuser environment.

FIG. 2 illustrates a schematic depiction of a multiplayer game.

FIG. 3 is a flowchart depicting a method for automatically posting anentry corresponding to an event.

FIG. 4 is a flowchart depicting details of a step within FIG. 3.

FIG. 5 is a flowchart depicting details of another step within FIG. 3.

FIG. 6 is a flowchart depicting details of a further step within FIG. 3.

FIG. 7 is a schematic diagram of a system for automatically posting anentry corresponding to an event.

FIG. 8 shows an exemplary blog page for a character.

FIG. 9 shows another exemplary blog page for a character.

FIG. 10 shows a blog page for a user, indicating several characters andseveral friends or associated users.

DETAILED DESCRIPTION

The following definitions are employed in this description.

A “multiuser environment” means any type of networked system in whichone or more users interact with the environment and (if two or moreusers are involved) with each other. For example, in the case of aMMORPG, the multiuser environment is a multiplayer game. The term “user”refers to the individual, In some cases, the user is associated with an“entity” within the environment; in the case of a multiplayer game,users are usually associated with such an entity, where the entity is a“player character” (“PC”) or avatar. A user may be associated withmultiple player characters, as well as multiple multiplayer games.“Non-player characters” (“NPC”) often exist within multiplayer games,and these are characters that are generated and operated by theenvironment itself, rather than being user-controlled. It is also notedthat the environment within a multiplayer game is usually an importantfeature of the game, and interactions with the environment constitute asignificant portion of gameplay. The environment is generallypredetermined, with geographic features such as cities, building,mountains, bodies of water, rivers, caves, and the like. A “gameengine”, “software engine”, or just “engine” renders the predeterminedenvironment that is displayed by a user interface on the user's system.As the game engine has data stored about the geographic location of thePC within the environment, the game engine re-renders the view on theuser interface as the PC moves. The term “subject PC” or “subject user”is employed to discuss a specific PC or user in relation to one or moreother PCs or users, such as a group, guild, party, and so on.

A “blog” is a collection of content, and in some implementations may beplaced on a web page or web site. The collection of content may haveentries that correspond to the same general subject. In someimplementations described here, the blog may be editable by a user. Inothers, the blog is not editable. A blog may be associated with themultiuser environment, and in a specific implementation may beassociated with a multiplayer game. However, blogs may also becompletely separate and unassociated with the multiplayer game. In thesystem and method described here, entries from events may be transmittedto a social networking site or other file-sharing site, such as a videofile-sharing site, rather than being posted on a blog.

An “event” broadly means any occurrence in which one or more of thevariables that define an entity's status change. For example, in amultiplayer game, an event means any occurrence that changes one or moreof a player character's status, location, demographics, accumulatedgoods and money, skills, talents, professions, and so on. Differenttypes of games may employ different types of events.

A “notable” or “trigger” event, or an “event that meets a predeterminedcriteria” or the like, generally refers to an event that is noteworthy,and thus may have an entry created for it by the system and method. In amultiplayer game, such events may be, e.g., achieving a predeterminedlevel (or even an increase of any level at all), being the first PC todiscover a particular geographic location or discover and/or interactwith a particular NPC, accumulating a particular amount of money orpoints (e.g., experience points) in a given time, completing a quest,dungeon, or raid, and so on. Such events may be measured as being firstwith respect to the entire game community, first with respect to a givenserver, first of all PCs associated with a single user, and so on. Anevent that “pertains” to an entity, e.g., to a PC, is one that involvesthe PC in some way. For example, if a quest is completed by a group, thequest event would pertain to all members of the group, i.e., all PCs inthe group. All members of the group may then have the quest completionbe the subject of an event entry. If the group itself is an entity,e.g., if a guild has a blog, then the quest completion may also be notedon the guild's blog.

“Event data” may be screenshots, audio, video, and/or text anddescription, as well as combinations of these, about an event and whichdescribe the event. Such event data may have a degree of user generationassociated therewith. For example, the user may generate their owndescriptive text or may edit automatically-generated text. In someimplementations, the user may also choose views or angles at whichscreenshots or videos are shown. In some implementations, the user may“re-compose” the image, meaning to include PCs or NPCs or environmentalfeatures that were either not present or not aesthetically composed inthe original screenshot. Recomposition may also include eliminatingnon-pertinent NPCs or environmental details to instead focus on those ofgreatest interest to the user. Event data may also include moreobjective information about what PCs and NPCs were involved in theevent, which groups, guilds, and raid parties were involved in theevent, the geographic location and environmental setting of the event,and any other data and/or metadata concerning the event.

“Automatic text creation” or “automatically-generated text (ordescription)” refers to text that is pre-set or is built from predefinedcomponents, and is either used in an entry per se or is made editable bya user. For example, if a quest is completed, there is often text thatwould be appropriate to display no matter how the PC completed thequest. The same is true if the PC discovers a particular geographiclocation, item, or PC or NPC, achieves a certain level, and so on.

To “automatically” perform an action is to cause the action to occur,without user intervention, upon the condition of a trigger. For example,an entry may be automatically created for a blog upon the occurrence ofan event that meets a predetermined criteria.

An “entry” is a “media item” that describes an event that meets apredetermined criteria, where the media item may include one or more oftext, images, video, and so on. An entry is created by a softwaremodule, described below, and may be posted to a blog, social networkingsite, or file-sharing site, either automatically or upon suitableindication by a user. An entry may also be made manipulable by a user,such as by translating the same into XML format. In this way, the usermay copy the same into a blog manually. Such functionality may beparticularly pertinent if a user desires to copy automatically orsemi-automatically-created entries into a blog that has no automaticposting capabilities. An exemplary blog of this nature may be alifejournal-type blog or a blog unrelated to the multiuser environment.To “generate” an entry means to employ at least a subset of the eventdata to form code that, when posted or otherwise published, conveysinformation about the event to other users.

A “social networking site” is an online community of users usuallyconnected via the Internet. The users can typically interact with eachother via messaging and email, and can express preferences to each otherabout various interests and groups. An exemplary social networking siteis Crackle.™. Many of these are particularly suited for sharing video orimage data, including Crackle.™. These are also termed herein as videoor image “file-sharing sites”.

A “first module” is a set of software applications that generallyprovide support for the systems and methods described here. For example,the first module may include a database to store information about PCs,NPCs, and the environment. The first module also may provide a userinterface. Further, the first module may include a software or gameengine to operate the game and conduct and mediate interactions betweenthe PCs and each other, NPCs, and the environment. For this module andothers, it will be clear to one of ordinary skill that the applicationsmay also be implemented in hardware, firmware, or any other media thatallows storage and execution of computer instructions. Moreover, any ofthe modules may be combined together according to the dictates of thedeveloper.

A “second module” is one or more software applications that monitorevents pertaining to entities in the multiuser environment, e.g., thatmonitor events in a multiplayer game. A “third module” is one or moresoftware applications that review the events monitored by the secondmodule and selects those that meet a predetermined criteria. In manyimplementations, the second and third modules may be combined into asingle module. A “fourth module” is one or more software applicationsthat generate an entry for a web page or blog for each event that isselected by the third module or combined second and third modules. Thefourth module may also create code, e.g., XML code, that may be copiedby the user any other suitable application. A “fifth module” is one ormore software applications that transmit the entry to the web page,blog, or file-sharing site. In some implementations, the fourth modulemay be combined with the fifth module.

A “group” is an arbitrary grouping or list of assembly of PCs, such as aguild, friends' group, party, raid party, and so on. A group may haveits own blog or other such web page associated therewith. When an eventis made the subject of an entry, messages may be sent to all members ofthe group to notify them of the entry.

Referring to FIG. 1, a multiuser arrangement 20 is shown having amultiuser environment 30. A plurality of users [denoted users 1, 2, i,k, (N-1), and N] are shown with corresponding reference blocks 11-16,respectively. More or less users may be present in any givenimplementation. In the case of a small office implementation, the numberN may be, e.g., less than 10. In the case of an MMORPG, the number N maybe, e.g., several million. In the implementation of FIG. 1, each usercontrols one or more entities. In other implementations, the user mayact directly on applications and data and thus an entity proxy may beunnecessary. In the implementation of FIG. 1, entities 1, 2, 3, i, j, k,M-2, M-1, and M are shown with corresponding reference blocks 21-29,respectively. As above, more or less entities may be present in anygiven implementation. In the case of an MMORPG, the number M may be,e.g., several million. A user may control more than one entity. Forexample, user 15 controls entity 27 and entity 28. Conversely, someentities may not be controlled by users. For example, entities 22 and 25are not controlled by users.

Referring to FIG. 2, the multiuser environment is shown as made specificto a multiplayer game. In particular, a multiplayer game arrangement 40includes a multiplayer environment 50 and a set of players or users41-46 (denoted player 1, player 2, player i, player k, player N-1, andplayer N, respectively). The N players control the PCs, which form asubset of the M entities. The M entities are denoted in an exemplaryfashion as PC 1, NPC 2, PC 3, PC i, NPC j, PC k, PC M-2, PC M-1, and PCM, and by reference blocks 51-59, respectively. A player may controlmore than one PC. For example, player 45 controls PCs M-2 and M-1. NPCs52 and 55 are controlled by the game engine described below. In theexample of FIG. 2, the remainder of the players each control one PC. Ofcourse, more or less players, and more or less PCs and NPCs, may beemployed in any given multiplayer game.

Thus, there are N players and M entities formed by a combination of PCsand NPCs. M is generally greater than N.

FIG. 3 illustrates a flowchart depicting a method 60 of automaticallygenerating at least a partial entry for a blog or other web page. It isfirst noted that in any multiuser environment or multiplayer game,events practically continuously occur (step 62). Such events may be anynoted above, or the like, with most generally not rising to the level ofsuitability for a blog entry or web page notation. However, the eventsare monitored (step 64). A determination is made as to whether amonitored event meets a predetermined criteria (step 66). For example,the monitored event may be noteworthy in some way, and may thus rise tothe level of being a trigger event. Such an event is then made to be thesubject of an entry in a blog or other web page.

If a given event fails to meet the predetermined criteria, then themethod simply continues to monitor events. If a given event meets thepredetermined criteria, then the event is selected (step 68). An entryis generated pertaining to the event (step 72). The entry may then besent to a web page (step 74), to a blog (step 76), or to a file-sharingsite (step 78). In alternate implementations, the entry may be sent toany other location or device. For example, the entry may be formatted asan instant message, SMS, or email, and sent to a mobile phone, PDA, or aseparate computer system. In other words, the entry need not be sent toa blog.

In any case, the method may then repeat as shown. Of course, duringentry generation, the system and method may continue to monitor eventsthat may occur in the meantime. It is additionally noted that entriesgenerated may be manipulated and employed by the user in any desiredfashion, instead of being transmitted to a web site, blog, file-sharingsite, and so on.

FIG. 4 is a flowchart 80 illustrating additional details of step 66. Inparticular, the step of judging whether an event meets a predeterminedcriteria may include judging whether a variety of actions have occurred.One type of event that may give rise to an entry is that a PCaccumulated a certain number of points in a time period, e.g., a certainnumber of experience points, money, coin, etc. (step 82). The thresholdlevel may be set by the user, by the system, or via any other means.Another type of event that may give rise to an entry being generated isthat a PC achieves a given level. In this connection, it is noted thatPCs generally rise in level as experience points are gained, quests arecompleted, and so on. An entry may be created upon each level completionor upon notable level achievements such as level 20, 40, 60, and so on.In another implementation, an entry may be created when a PC changestheir status in any other way, e.g., a change or increase in skill ortalents.

A further type of event that may result or cause entry generation iswhen a PC interacts with a predetermined NPC (step 86). In particular, agiven NPC may be deemed special or noteworthy, and PC interaction withthe same may mark a certain achievement. Such an interaction may bedeemed to have occurred when a PC targets the NPC, is located within apredetermined radius of the NPC (and which may vary based on level,level differences, or any other parameter), or via any other measure.Rather than an NPC, the entry generation may be triggered by a PC'sinteraction with another PC. In any case, this achievement may then bechronicled with a blog entry as discussed elsewhere.

Another type of event that may result or cause entry generation is whena PC reaches or is otherwise geographically coincident with a givenboundary or geographic location within the virtual game environment(step 88). For example, if a PC reaches a particular city, gate,landmark, dungeon, or other geographic location, that event may beselected for event generation.

Those of ordinary skill in the art will recognize that, given thisdisclosure and teaching, numerous other types of events, as dictated bythe developer, may also give rise to a generation of an entry. Forexample, finding a predetermined item or environment detail may be causefor entry generation. Defeating a given NPC or PC when the subject PC'shealth is at a very low level (e.g., 5% or less) may give rise togeneration of an entry. Defeating a particular PC (as determined and setby the user, e.g., a friend) may cause an entry to be generated. In somecases, humorous events may be subjects of entries. For example, a defeatby a particularly notorious NPC may be made into an entry, and in thisor other circumstances, automatic notification of a user's friends maybe especially appropriate. Another trigger for entry generation may beby the system monitoring chat channels, such as guild or raid channels,and creating an entry upon determination that a keyword has been used,e.g. the name of a specific NPC. In an audio chat channel, the systemmay employ voice recognition to determine if such a keyword has beenspoken.

In some implementations, users may provide input as to what triggers areemployed, and where generated entries are sent. For example, users mayindicate that entries should be created whenever their PC achieves tenlevels, e.g., upon PC achievement of levels 10, 20, 30, etc.Alternatively, a user may desire entry generation whenever their PCachieves a new level. Users may also customize the entry transmission.For example, a user may configuration the system such that uponcompletion of a specific quest, a chosen group of users are notified;the same user may configure the system so that, upon achieving a newlevel, no users are notified but a small entry in the PC's blog page isgenerated to memorialize the event.

FIG. 5 is a flowchart 90 illustrating additional details of step 72. Inparticular, the step of generating an entry pertaining to an event mayinclude a number of actions. One type of entry generation is to generatean entry that includes a video or movie of an event (step 92). Forexample, an entry may contain a video clip for downloading, streaming,or otherwise viewing. Alternatively, the entry may contain a link to asite where the video may be viewed or downloaded. In any case, the videomay contain a predetermined number of seconds or minutes of video,including times before and after the actual occurrence of the event. Theamount of video may be set by the user or may be automatically providedby the system, and may be made dependent on the system resourcesavailable to the user.

Another type of entry generation is to generate an entry that includes ascreenshot of the event (step 94). The screenshot may be as simple asthe actual screenshot of the event as it occurred, or a step ofrecomposition may occur. The recomposition may include, as noted above,inclusion of PCs or NPCs who were not in the actual screenshot as seenby the player, exclusion of undesired PCs or NPCs, exclusion orinclusion of environment scenery, re-posed characters so that the sameappear in a more aesthetic fashion, and so on. It is noted thatrecomposition may also be performed for videos and movies of the event.

Yet a further type of entry generation is to generate an entry thatincludes a pre-set text about the event (step 96). The text may be madeeditable by the user via a suitable edit screen (step 98). In this way,the user may edit the pre-set text, add to it, or entirely replace it. Apop-up screen may be employed to allow user selection of several pre-settext options. The pre-set text may vary per character. In this way, thepre-set text may accommodate differences in PC races, classes,professions, genders, etc.

Those of ordinary skill in the art will recognize that, given thisdisclosure and teaching, numerous other types of entry generation mayalso be employed.

FIG. 6 is a flowchart 100 illustrating additional details of step 78. Inparticular, the step of sending an entry to a file-sharing site mayinclude a number of actions. One type of sending includes sending theentry to a social networking site (step 102), e.g., Crackle.™. This stepmay occur automatically, the user may be prompted for such a sending, orthe user may manually copy generated code into an appropriate form onthe file-sharing site. Another type of sending may include sending anentry to a video (or other such audio, image or text) file-sharing site(step 104). This is in some ways similar to step 102, as socialnetworking sites often allow uploaded multimedia files.

FIG. 6 also shows that a notification of the entry may be sent to usersassociated with the subject player (step 106). In particular, ratherthan the entry itself, a notification of the same may be sent to a groupof users, if the subject player has constructed such a group on theapplicable system. For example, a multiplayer game may have acorresponding blog system for maintaining blogs and blog entries aboutthe PCs in the game. Users may provide information to the blog systemabout who they would like to be notified of events. The user may provideseveral lists, e.g., a friends list, a guild list, a raid party list,and other such groupings. When an entry is posted, each user on the oneor more lists (as dictated by the settings controlled by the subjectplayer) may receive an email, an SMS, in-game mail, or other suchnotification of the entry posting.

In the same way, each group may have created for them a blog or othersite. For example, a guild may have their own blog. When a triggeringevent happens to the guild, the event may be made an entry on the guildblog. The same may be true of a raid party, a group of friends, a groupof people with similar interests, and so on.

The transmission or sending of an entry in an automatic fashion to ablog or other file-sharing site may occur on any number of schedules.For example, the sending may occur as soon as the event is selected andan entry is generated. Alternatively, the entry may be sent at the endof a play session. In other implementations, the entry may be sent oncea day on a regular basis, once a week, etc.

The system and method may also generate and provide code for a user tomanually copy into an appropriate form or other such editor on afile-sharing site (step 108). The code may be provided in, e.g., XMLformat, for such purposes. Of course, any other such code may also beprovided. The user could use the provided code to insert an entry into aweb page, file-sharing site, blog, or for any other purpose. Any imageor video or other multimedia files may be embedded or linked-to orprovided in any other suitable manner.

FIG. 7 shows an arrangement 110 which may implement the system forautomatically generating at least a partial entry for a blog or otherweb page. The arrangement includes a first module 112, a second module114, a third module 116, a fourth module 118, and a fifth module 122.The modules may be combined in any number of combinations as will beclear to one of ordinary skill in the art given this teaching anddisclosure. The first module 112 may include a user interface module124, a database module 126, and a software or game engine module 128.Generally, the first module operates much of the multiuser environmentor multiplayer game.

The second module 114 may serve to monitor the events that occur, e.g.,as part of the operation of game engine 128. The second module 114 mayperform this task in a number of ways. For example, the second modulemay review occurring events against a list of predetermined criteria.When a event is found that matches or exceeds a predetermined criteria(depending on the nature of the event), then that event may be selected.The event may be selected by the third module 116, or by the secondmodule 114. As noted above, the second module 114 and the third module116 are shown as separate modules in FIG. 7, but the same may becombined into a single module. Further as noted, all of the modules maybe combined into one or more software applications.

A fourth module 118 reviews the selected events and creates an entrycorresponding to the same. For example, the fourth module 118 mayretrieve (if necessary) and store a video of the event, e.g., 10 secondsbefore and 10 seconds after, as well as place the same into a blog entryformat. The fourth module 118 may retrieve and place into a blog entry ascreenshot of the event, and may provide the user with options forre-composing the image portrayed by the screenshot. For example, thefourth module 118 may provide a drop-down list of the PC's groupmembers, or alternatively of the PCs and NPCs within a set radius of theevent, and may give the user the option to include or delete any of thenamed character's images from the screenshot. In many cases, if theevent corresponds to a defeat of a particular NPC or PC, the user maywish to have the PCs standing atop or adjacent the NPC or PC to signifytheir victory. Pop-up or drop-down lists may also be provided forinclusion or exclusion of environmental details.

The fourth module 118 may also retrieve and place into a blog entrypreset, predetermined, or automatic text about an event. Further, thefourth module 118 may provide an edit screen to a user so that automatictext or a screenshot may be edited.

In any case, the fourth module 118 formats the video, audio, screenshotimage, text, and any other multimedia file corresponding to the event insuch a way that the same may be the subject of a blog entry,file-sharing site, and so on.

The fifth module 122 transmits the entries to a web page, blog,file-sharing site, or alternatively provides ready-made code, e.g., XMLcode, so that the user can cut-and-paste the same into any type of fileor web page desired. In one implementation, the fifth module provides aseries of radio buttons (or other indicators) allowing the user tochoose whether they wish to post the entry to a file-sharing site suchas Crackle.™, create an XML code for later posting, or post the entry ona PC's blog site. In another implementation, a settings panel or menumay allow the user to indicate that any or all future entries be postedto the desired site, rather than having the user choose for eachindividual entry.

The data collected using the above described system may be stored on theclient side, on the server side, or via a combination of client-side andserver-side storage.

One of ordinary skill in the art will see numerous variations given thisteaching and disclosure. For example, some events may be consideredgroup or guild events, and others solo or individual events. The firstmay be posted to a group or guild blog and the latter to an individualPC's blog. Some events that are particularly visually interesting may beposted to a video file-sharing sites. Others, that are of great interestbut are not necessarily visually interesting, such as a characterreaching level 60 or 70, may be listed on a PC's blog but with no videoof the event necessarily uploaded. Decisions as to where and what topost may be fully or partially automated given user-set or alternativelydefault criteria, or may be manual, e.g., made on a per-entry basis.

One of ordinary skill in the art will recognize that the various modulesmay be combined as noted, and may be implemented in any combination ofhardware, software, and so on. Further, in many multiplayer games, dueto the number of players and bandwidth requirements, each arrangement110 may be duplicated any number of times on any number of servers.

FIG. 8 shows a blog-type web page 130 for a subject PC “character 1”. Animage 132 of character 1 may be displayed, and this image may be chosenby the user or may be a default image provided or derived from the imagefiles within the MMORPG. A series of blog entries 1-4 are shown, i.e.,entries 134042. Entry 134 is shown with pre-set text 144; entry 134 hasno editable or edited text within. Entry 136 is shown withuser-inputted, edited, or editable text 146. Entry 138 is shown with avideo 148 and text 139, the latter of which may be pre-set and/oreditable as described previously. Clicking the play button “>>” startsplayback, e.g., streaming, of the video of the event. Finally, entry 142has a screenshot 152 disposed thereon. The screenshot may be of any ofthe types listed above, including re-composed screenshots.

FIG. 8 also has a search button 154. Other web page tools may also beprovided (not shown).

Of course, the blog 130 may have more or less entries than are shown inFIG. 8.

The blog of a group, PC, user, and so on, may be accessible by usersusing the internet or other network but may also be made accessiblein-game. For example, users of the multiplayer game may be given a menuoption, button, or other in-game tool to directly access PC, guild, orother such blogs. These in-game blogs may be the same as those describedabove, or may be shortened, summarized, abstracted, or otherwiseabbreviated versions of the same. The same may be accessible in aseparate blog view or via numerous other ways. For example, selecting aPC in a given way may display that PC's blog. Similarly, selected aguild name or banner may display that guild's blog. Other variationswill be apparent given this teaching and disclosure.

FIG. 9 shows another implementation of a character blog, this for acharacter “Hammerfel”. This character blog 160 incorporates a title line162, text 164 corresponding to a headline (which may pertain to the mostrecent post about the character), one or more screenshots 166 (which maypertain to the latest exploits of the PC), and icons 168 correspondingto the virtual goods received via the character's exploits. Numerousother items pertaining to the character may also be posted, as will beunderstood. Various web tools may also be provided, as are indicated bybuttons 172 and 174.

FIG. 10 shows another implementation of a user blog or file-sharing webpage 180. This implementation includes several buttons linking the page180 to various PCs controlled by the user (“user 1”). FIG. 10 showsbuttons 182-186 which perform this function. In this example, images ofthe characters are portrayed on the buttons. These characters may be forone or more multiplayer games played by the user. The page 180 furtherhas a section 190 which links to friends' or users' pages associatedwith the user of page 180. For example, the user may choose in a setuppage to have these friends' linked-to in this section, or the same maybe automatically set-up as being part of the user's guild, group, and soon. FIG. 10 shows buttons 198-204 which link to pages for user 2, user3, and user 4. FIG. 10 also shows an image corresponding to the latestpostings for these users. The image may be a screenshot, text, video,etc. If a video, placing the cursor over the image may result inplayback of the video. This layout is purely exemplary, and numerousvariations may be employed. For example, the page may only listcharacters of user 1, or may list only friends of user 1. The number ofcharacters and friends may range from none to virtually any number.

One implementation includes one or more programmable processors andcorresponding computer system components to store and execute computerinstructions, such as to provide the blog system and perform the blogmethod, e.g., to generate the text description and select images orvideos to include in a blog entry.

Additional variations and implementations are also possible. Forexample, while the discussion above focuses on game applications,similar techniques can be applied in other contexts to builddescriptions of online or offline activity, such as email systems,online meeting tools, versioning software, project planning andmanagement software, accounting systems, and others. As another example,the systems and methods described here may be employed to monitoremployee or family activity via creation of a blog that chronicles workperformed, websites visited, and so on. Another implementation is in thefield of online education software, where blog entries may be employedto chronicle a student's progress or for any other purpose.

In a further implementation, the systems and methods described here maybe used in non-MMORPG game contexts. For example, the game system neednot be continuously online, and the game need not be a multiplayer one.The user's game system may be employed to track events and generateentries, and once a connection is made to the internet (or any othersuch network), the entries may be transmitted and consumed in any waynoted above.

Accordingly, the invention is to be limited only by the claims appendedhereto.

What is claimed is:
 1. A method for automatically generating blogcontent, the method comprising: monitoring user interaction within anetwork game, wherein the monitoring is directed towards one or morein-game events that can be triggered by a user within the network game;detecting that one or more of the in-game events have been triggered bythe user; generating a partial blog content corresponding to thedetected triggered in-game event, wherein the partial blog content isgenerated from one or more predefined components associated with thedetected triggered in-game event and includes portions that are fillableat a later time; modifying the partial blog content with informationabout the user interaction within the network game, wherein themodification completes the partial blog content by inserting informationabout the user interaction into the fillable portions; and transmittingthe modified blog content over the communication network to a designatedwebsite for publication based on user input.
 2. The method of claim 1,wherein the in-game events are triggered when the user satisfies somepre-determined criteria associated with the triggered in-game event. 3.The method of claim 1, wherein the inserted information used to completethe partial blog content includes video components.
 4. The method ofclaim 3, wherein the video components includes a stream recording of thetriggered in-game event.
 5. The method of claim 1, wherein the insertedinformation used to complete the partial blog content includes audiocomponents.
 6. The method of claim 1, wherein the inserted informationused to complete the partial blog content includes a screenshot of thetriggered in-game event.
 7. The method of claim 6, wherein the screenshot is an actual screenshot from the user's computer.
 8. The method ofclaim 6, wherein the screen shot is a recomposition generated by thenetwork game.
 9. The method of claim 1, wherein the modified blogcontent that is transmitted to the designated website is editable by theuser prior to publishing via user input.
 10. A system for automaticallygenerating blog content, the system comprising: memory; a processor thatexecutes instructions stored in memory; a monitoring module thatincludes instructions executable by the processor to: monitor userinteraction within a network game, wherein the monitoring is directedtowards one or more in-game events that can be triggered by a userwithin the network game, and detect that one or more of the in-gameevents have been triggered by the user; a generating module thatincludes instructions executable by the processor to: generate a partialblog content corresponding to the detected triggered in-game event,wherein the partial blog content is generated from one or morepredefined components associated with the detected triggered in-gameevent and includes portions that are fillable at a later time, andmodify the partial blog content with information about the userinteraction within the network game, wherein the modification completesthe partial blog content by inserting information about the userinteraction into the fillable portions; and a transmission module thatincludes instructions executable by the processor to transmit themodified blog content over the communication network to a designatedwebsite for publication based on user input.
 11. The system of claim 10,wherein the in-game events are triggered when the user satisfies somepre-determined criteria associated with the triggered in-game event. 12.The system of claim 10, wherein the inserted information used tocomplete the partial blog content includes video components.
 13. Thesystem of claim 12, wherein the video components includes a streamrecording of the triggered in-game event.
 14. The system of claim 10,wherein the inserted information used to complete the partial blogcontent includes audio components.
 15. The system of claim 10, whereinthe inserted information used to complete the partial blog contentincludes a screenshot of the triggered in-game event.
 16. The system ofclaim 15, wherein the screen shot is an actual screenshot from theuser's computer.
 17. The system of claim 15, wherein the screen shot isa recomposition generated by the network game.
 18. The system of claim10, wherein the modified blog content that is transmitted to thedesignated website is editable by the user prior to publishing via userinput.
 19. A non-transitory computer-readable storage medium, havingembodied thereon a program executable by a processor to perform a methodfor automatically generating blog content, the method comprising:monitoring user interaction within a network game, wherein themonitoring is directed towards one or more in-game events that can betriggered by a user within the network game; detecting that one or moreof the in-game events have been triggered by the user; generating apartial blog content corresponding to the detected triggered in-gameevent, wherein the partial blog content is generated from one or morepredefined components associated with the detected triggered in-gameevent and includes portions that are fillable at a later time; modifyingthe partial blog content with information about the user interactionwithin the network game, wherein the modification completes the partialblog content by inserting information about the user interaction intothe fillable portions; and transmitting the modified blog content overthe communication network to a designated website for publication basedon user input.